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April 19 2012
5th Ave Frogger Uses Real Cars, Spares Frogs

In honor of the classic video game Frogger on its 30th birthday, my friend Tyler DeAngelo conceived a version of the game that uses a webcam to track the live position of actual cars on Fifth Avenue in New York City. Those positions are used as obstacles that the poor 8-bit frog must avoid in order to cross the street. 5th Ave Frogger uses an arcade cabinet from the original version of the game and it can be switched back into classic mode if you want to play the original game (for instance, when the traffic on Fifth Avenue makes gameplay too difficult).
Tyler worked with Ranjit Bhatnagar and Renee Lee to make this modern spinoff of Frogger and he’s campaigning to have it included in The Art of Video Games exhibition at the Smithsonian American Art Museum. In the meantime, if you’d like to take a look at the build process, the team diligently documented every step of the way.
April 12 2012
The Most Beautiful Homemade Device I’ve Ever Seen


I covered British electronics hobbyist Rupert Hirst’s lovely freeform headphone amp back in December, when it was still “just” a skeletonized circuit. Now he’s finished up by casting the meticulously-constructed electronics in clear resin, with equally meticulous care. He built a custom mold from 1.5mm cardstock, carefully sealed the jacks against resin infiltration, and mounted the wire frame inside the mold. After pouring the resin and allowing it to cure, he squared up the block on a belt sander, chamfered the edges with a router, and finally polished everything up with wet/dry sandpaper and Brasso. Rupert’s aesthetic—doing relatively simple things with extraordinary attention to detail—is always inspirational to me.
Crystal cMoy Freeform Headphone Amp
April 11 2012
Fine Wood NES Controller Coffee Table

Furniture and instrument builder Charles Lushear (Venice, CA) built a beautiful and fully functional NES Controller Coffee Table out of wood. He used the natural hues of mahogany, maple, and walnut wood in place of the original black, gray and red motif.
Related:
Kyle Downes’ NES Coffee Table (original colors)

March 27 2012
Most Popular Headset with Attached Microphone: Sennheiser PC and HD Series [Hive Five Followup]
March 25 2012
Five Best Headsets with Attached Microphones [Hive Five]
March 23 2012
Best Headset with Attached Microphone? [Hive Five Call For Contenders]
March 13 2012
What Can I Do With an Old Smartphone (Besides Sell It)? [Ask Lifehacker]
I just got a new smartphone and don't need my old one. It isn't worth much money, so I'd like to put it to good use. I'm just not sure what I can do with it. Got any ideas? More »
March 10 2012
Alt.GDC: Angry Birds [Cue Echo] … in Space
“Hey, kids! Wanna learn about gravitational physics?”
“Noooo!”
“Hey, kids! Wanna play Angry Birds?”
“Yeeeeah!!!”
Well soon you’ll be able to do both with the release of Angry Birds Space, a new edition of the smash hit mobile game which sends the lovable avian critters into orbit.
Here’s astronaut and physicist (and MAKE favorite) Don Pettit aboard the International Space Station for the announcement trailer and a brief physics demo.
I, for one, have a soft spot for orbital game mechanics and look forward to developer Rovio’s take on the genre. And yes, kids, you just might learn something.
March 09 2012
Make: Projects – Guitar Strap Gamepad

If you’re playing Rocksmith (and I think you should be), and you’re playing standing up (ditto), you have probably run into the “where do I put the controller” problem. The gamepad is required to navigate the menu system between songs, and if you play in a standing position you have to keep a stool or a table nearby to keep it within easy reach.
This simple mod mounts a spring steel clip to the underside of a standard Xbox 360 controller so you can attach it to your guitar strap. In this position, it is easily accessed with your strumming hand.

The steel clip I’m using is a common replacement visor clip for several models of garage door remote. A belt clip fitting, such as Tandy Leather’s 1238-00, should work just as well. The clip is secured to the Xbox battery holder in two ways: first with a short bolt that engages a small hex nut and lockwasher inside the battery holder, and second with a strip of double-sided foam tape that keeps it from rotating about the single bolt.
This mod does not affect normal controller operation in any way. The battery holder can still be removed and the batteries changed normally. In this position, the steel clip is inconspicuous and does not interfere with a normal gameplay grip, nor, significantly, with the controller’s resting attitude on a flat surface.
Make: Projects — Guitar Strap Gamepad
More:
- Make: Projects — Coffee Table MAME Console
- Make: Projects — Hacking the Wii MotionPlus to Talk to the Arduino
“Da-ding!” Illuminates Video Game Nostalgia

Touch-sensitive switch triggers light and rewards with nostalgic video game sounds. (Photo courtesy of Adam Ellsworth.)
An inspired idea grown in a makerspace can produce retro magic. That’s the message from 8bitlit collaborators Bryan and Adam. In less than two months, they’ve gone from concept through prototyping to small scale production. Their touch-sensitive Mario Brothers-themed pendant lamp is starting to sell. “Da-ding!”
Late last year, Bryan was reveling in laser cutting: cutting projects, toying with joinery. and learning. Several projects were in process: a peristaltic pump, a T-slot screw together enclosure, and a tree-shaped lamp. He had tried snap-together laser cut joints and was experimenting with acetone welding. These worked well. What new project could he build with what he had learned? Creating an acrylic box was already on Bryan’s short list of ideas. However, as a child of the 1980s when Mario reigned supreme, the box idea quickly made the leap to being a Mario cube. A quick mashup with his tree-shaped lamp project and voila! The Mario Cube Lamp was born.

You can follow developments of Cube Lamp and its dynamic maker duo, Bryan Duxbury and Adam Ellsworth, on Twitter @8BitLit. They'll be give away a free lamp at 1000 fans.
Now, how to make it? Bryan had a great idea, knows software, design circuits, and is a maker, but he didn’t have the means to bring the cube to life. With work, a family, and a baby due soon there was no way he’d have the time to build the product. The answer became apparent at a Christmas party where Bryan met Adam, a member of TechShop.

By day, Bryan Duxbury is a software engineer and team lead at Rapleaf. By night, he trades virtual bits for physical ones and dabbles in electronics, laser cutting, and 3D printing. And he's been known to write some science fiction, when he's not chasing his kids around to give his lovely wife a break. You can check out his blog at blog.bryanduxbury.com
Like so many others have, Adam grew as a maker in a makerspace. These tool-filled, collaborative environments are where learning, teaching, and making are a way of life. The confidence and competence he earned had convinced Adam that fast prototyping for product development is what he wants to do. In a way, Adam was Bryan’s natural compliment with the experience and the means to make the venture a reality. Over banter that started with Arduino development but led to the coin block lamp, Adam quickly concluded “I could build that!” The date was December 15.

Adam Ellsworth spent the last three years developing his passions, which have included Brain Computer Interfacing at MIT, 3D printing in zero gravity, and motion sensing for sports applications. He specializes in fast-turnaround prototyping and his goal is to create products that make people smile. He's also building an electric guitar and has a few ideas left kicking around.
Within two days, the first prototype had been built and the odyssey had begun. Over the next two months they would learn many things, face many challenges, and experience many satisfying successes. As I write this, they stand on the cusp of selling into a new channel with great potential.
From the start, the features they wanted in the product were clear. The cube had to be translucent, it needed a touch-sensitive bottom, and it had to play the coin sound. However, getting it right and keeping it cheap would be a real challenge. For example, the ATTiny microcontroller was tempting to use because of its low cost but there was a nagging concern that it might not be capable enough to do the job. The list of things they didn’t know was long.
Many answers came from prototyping, learning, and improving with each iteration. They plowed through prototypes: acrylic choices changed, circuit board design improved, building techniques were refined. They iterated on the product: fully-assembled product made room for a kit version, suspended pendant lamp was augmented with a light stand option, pricing points changed. In a maker world with access to good tools, cost-effective rapid improvement is a realistic business expectation.
Along the way, fellow makers and enthusiast communities were also there to help with answers. What’s a cost effective way to trigger a light with the touch of a hand? What was the best design approach to implementing the ATTiny microcontroller? How could you generate the musical tunes associated with triggering the light? The willingness on the part of others to help them kept the project moving ahead with improved prototypes.
As time went by, Bryan and Adam became increasingly convinced they had created something special. More people were experiencing the product and having a reaction similar to theirs. The sights and sounds of a joyful youth spent playing video games were resonating. People who triggered the lamp were actually enjoying it more than they expected. Smiles were quick to surface. While many aspects of marketing will eventually become a challenge, they were confident in their product concept.
Rapid progress on the product led quickly to selling. The first sales were among friends and family. Soon after, they opened a store on Etsy.com, where their amateur video quickly drew 11,000 views — an inspired start. Just recently, the product found its way to the video game fan product site Lootiful.com. It’s only the beginning but things are looking bright this February 13.
So what troubles them as they look ahead? A variety of unknowns, but primarily scaling. What will happen if they get a big order? How could they fulfill 1,000 orders if they have sudden success? Problems like this confront every successful product and while they’re nice to have, they can keep you awake at night. Unfortunately, little is available to help with these challenges in today’s makerspace network and this needs to change.
In the meantime Bryan and Adam are having a blast. What’s more satisfying than making something you love? What’s more gratifying that delivering a product that exceeds customer expectations? Hopefully things will continue to go their way and they’ll have started a video game fan product business. What’s next? Guess we’ll have to wait and see. “Da-ding!”
Do you know of a product innovation worth featuring? A new business-in-the-making? Is it a story with an interesting odyssey, especially involving makers collaborating? If so, drop me a note at MakerInnovation@me.com. We want to shine a light on innovative product ideas by makers.
Ralph Baer, 90-year-old Video Game Pioneer
This is an excellent short profile of video game pioneer Ralph Baer. He’s 90 and still inventing.

“I still get a big charge out of making something work. I write the hardware, I push a button, I put it into the microprocessor and it works. Ahhh… beautiful.”
Ralph Baer is often called the father of video games. His invention, the Magnavox Odyssey, was the first home console system. I photographed and interviewed him this summer as part of my ongoing series on inventors (the book and app for which will be out eventually I promise).
Since he turns 90 years old this week, and this year marks the 40th anniversary of the video game, I chose for this video some bits from our interview in which we talk about, among other things, why he’s still inventing at 90 years old.
Director David Friedman says, “This video is part of an ongoing series of photo and video portraits of contemporary inventors from all walks of life.”
Alt.GDC: Take THAT Academy Awards!

Role-playing game superhero Warren Spector accepting the Lifetime Achievement Award
Last night’s gaming award double feature at GDC was an emotional roller coaster. From the misty-eyed acceptances of indy game developers, to laugh out loud videos from game comedy group Mega64, to inspired speeches, the Independent Games Festival and Game Developers Choice Awards were as heart-warming as they were inspirational. But above it all rose industry icon Warren Spector (Steve Jackson Games, Wing Commander series, Ultima series, System Shock, Deus Ex, Epic Mickey). In accepting the Lifetime Achievement award, he moved newly minty indy developers and hardened industry vets alike with his message of encouragement in continuing to pursue their dreams and to make games as important as they are. Here are some of his comments:
Games are unique among all media, among all art forms. We’re not novels, we’re not movies, we’re not television. And we shouldn’t try to be these things. We can do things that no other medium in human history has ever been able to do. We have to focus on those things, the things that make us unique, and not on imitating other media… The key is for each of you to find your own take on what makes us special and to NEVER settle in pursuit of that. Do that and you’ll discover that games are more than a way to make some money… And you’ll inevitably create games that are more than just ways for players to waste time in endless button-mashing, key-clicking, and finger swiping (no matter how much fun that might be). We can provide players with experiences as profound, lasting, and life-changing as any novel, play, film, or television program. And if we can do that, we MUST do that — or we risk, deservedly so, to being relegated to the ash heap of history… Always strive to make your games special, make them SAY something, better yet, make the players SAY something, or learn something, about themselves, through their choices and their interactions. I promise you — effecting people’s lives, maybe changing people’s lives, is far more satisfying than generating a ton of revenue, or getting a great review. If you embrace the uniqueness of our medium and strive for greatness, even if you fail, your future, OUR future, will be bright.
After the event, attendees and online viewers were commenting on what a great show it was — well-produced, decently written, well-paced. The producers of the Oscars (and the VMAs) might learn a thing or two from the team that mounted this fun and spirit-rousing show.
Oh, and if you want to see all of the night’s winners, they’re listed here.
You can watch an archive of the awards here.
March 08 2012
March 07 2012
Alt.GDC: Jousting with Move Controllers

As GDC – Day 3 gears up, in the back corner of Expo Hall, you might notice a group of wand-wielding gamers pacing around each other, eager to strike. They’re playing Johann Sebastian Joust, which uses PlayStation Move controllers. Listening to variably paced classical music, players hold their controllers like delicate eggs while trying to set off the motion sensors of opponents’ wands by any means necessary. The speed of the music cues players into how careful they need to be, with slow strings eliciting a careful waltz while rapid tempo indicates time for all-out aggression. Jabs, grabs, and body checks are employed to take out your foes. Just be careful not to set off your own controller with over-aggressive maneuvers. And watch out for show-going bystanders, too!
Joust is not yet for sale. The developers are looking into how best to market it, as it’s such a unique product; an entirely screen-less game experience. They’re looking for innovative ideas of how best to release it, with Playstation Network and Steam being considered.
The PlayStation Move alpha version of the game was developed in C# and Unity Pro (on Mac OSX). It uses an open source, publicly-available plugin, called UniMove, that they developed.

More:
Check out all of our alt.GDC coverage
Alt.GDC: Earth’s Digital Doppelganger

Creating photo-realistic game environments on a massive scale, by hand, can be beyond time consuming. Just ask the environment artists at Bethesda Studios after crafting the epic world of Skyrim. The alternative is to create algorithms that generate a virtually endless world that’s different every time you load a new game, as in Minecraft. But these algorithms can often produce strange, unrealistic landforms, like impossible overhangs and floating islands. While these surreal structures are part of the charm of Minecraft’s cartoony procedural landscape, if realism is your goal, this isn’t going to fit the desired aesthetic.

The Outerra engine, a project that’s been in development for years, has found a unique solution to the problem of generating massive, photo-realistic environments: Base them on real data from Earth. All of Earth. These sprawling vistas look completely natural because, in a sense, they are. The large scale structures of mountains, rivers, and oceans use height-map data dynamically downloaded as you explore, while the ground-level detail is procedurally generated, leaving you free to view the world as close or as far away as you desire (presumably within the limits of your processor).

The first game being built using this engine, Anteworld, presents an Earth long abandoned by humanity and tasks players with rebuilding civilization. With potential features including asynchronous content propagation (i.e. you build your city in a single player mode and it automatically loads your creations into all other players’ Earths) and direct multiplayer modes, which allow you to play directly with others online, Anteworld is possibly shaping up to be the Second Life I’ve always dreamed of.
You can download a free tech demo on Outtera here.
More:
Check out all of our alt.GDC covereage
Alt.GDC: Rocksmith FTW

I don’t recall seeing many video game reviews here, before. And I’m sure that this is my first. But in the spirit of our ongoing alt.GDC coverage, I thought I’d take just a second to talk about what looks, from my humble vantage, to be The Next Big Thing in video games.
MAKE readers, meet Rocksmith. Rocksmith, MAKE readers.

Image courtesy Flickr user csullens.
It makes me feel better to point out that Rocksmith is not just a video game. Sure, it has all the trappings of one: It comes on an optical disc that you pop into your console or PC. It has levels, objectives, a point system, unlockable rewards, and a connection to a cloud service that provides downloadable content, multiplayer options, and worldwide competition on various leaderboards. You can play alone or with friends.
The revolutionary part, really, is what comes in the box besides the game disc itself. It’s a cable. It’s kind of magic. Here’s a picture of it:

On one end is a male USB A connector that goes in your Xbox (or your PC or PS3). The other end is a 1/4″ phono plug, that goes into any electric guitar. Even that old Frankenstrat you’ve had gathering dust in the corner since college.
And Rocksmith will teach you to play it. Like, well.

Of course—and I now I’m hearing my EE Dad’s voice chiding me, in my head—the cable is not really “magic.” It’s just a couple of wires. You could make one yourself in a few minutes. I’d say the “magic,” if you’ll continue to forgive the term, is really in the software. Rocksmith includes an analog-to-digital converter and a spectrum analyzer that can untangle accurate information about what strings you’re fretting, and where, from the wall of sound coming off your guitar pickups. Even if you’re playing chords or performing special techniques like palm mutes, Rocksmith can tell, pretty reliably, if you’re doing it right. In real time.
And that, in my opinion, changes the whole ball game as far as music education goes. Rocksmith is nothing less than a private instrument instructor that’s there, all the time, whenever you (or your child) wants to play or practice. It provides instantaneous, entirely positive, entirely supportive feedback to train the psychomotor skills the instrument demands. I’ve been dabbling with guitar for a decade, and though I’m still no Clapton, two weeks with Rocksmith have made me much better than I ever was before. Kids who are starting on Rocksmith now will be doing unbelievable things with guitars in a few years. And they’ll be having a great time getting there.

Rocksmith gameplay will be familiar to anyone who knows Rock Band, for instance. Notes advance down the screen in time with the music, and are to be sounded just when they fall off the “cliff” at the bottom. The width of the screen is divided as the fretboard, and the particular string to be fretted is indicated by the note’s color. The shape of the note sprite and other markings indicate special techniques like sustain, palm muting, hammer-ons, pull-offs, bends, and harmonics. Progressing through “journey” mode, you rehearse sets of three to five songs until you can play them well enough to perform them back-to-back in an “event.” Do well enough in the “event,” and you unlock additional tracks to play as “encores.” It’s a pretty effective gimmick.
Besides “journey” mode, Rocksmith includes a shamelessly-named “Guitarcade” full of various delightfully cheesy minigames that train mechanical techniques like moving up and down the fretboard, moving between strings, fretting chords, harmonics, and so forth. These are quite effective. “Ducks,” the most basic minigame, is essentially space invaders across the length of the fretboard. Bad guys appear over random frets, and you shoot them by sounding the low E-string at the right fret. The action gradually speeds up until you can bounce quickly and accurately from one position on the neck to another. “Super Ducks” works on the same principle, but across all six strings. I haven’t unlocked all the minigames yet, but another favorite is “Harmonically Challenged,” which is kind of like Simon, but with sequences of harmonic tones instead of buttons.
There’s also an “amp” mode, which allows you to use your game console like a digital effects box. The various tracks licensed with the game each includes a custom guitar tone, and playing that song well enough unlocks the tone as a preset you can use in amp mode. You can also make up your own tones by mixing and matching filters that correspond to various guitars, pedals, amps, and cabinets. These effects modules are used as unlockable rewards throughout the game, so the further you advance, the more options you have when designing custom tones.
As in Rock Band, the makers of Rocksmith have licensed a pretty sweet collection of popular tunes for you to jam along with, with more being released as downloadable content all the time. Each song is available as a series of “arrangements” of increasing complexity and difficulty, and within each song, particular phrases become more or less difficult, on repetition, depending on how well you play them. Besides the technology, Rocksmith gets the educational psychology just right, too.
Ubisoft sells a bundle that includes an Epiphone-branded Les Paul copy for $370. But if you’ve already got a guitar sitting around, like I did, you can get just the game and the cable for $60. And though I’m admittedly still honeymooning, right now that seems like the best $60 I ever spent.
March 05 2012
Fridge Magnet Game Dev at GDC

Walking through the Moscone West Exhibition Hall, GDC attendees are coming across what appears to be a magnetic board of over-sized fridge poetry. Except, instead of surreal, incomprehensible verse, the words are assembled into game proposals. Participants select nouns, verbs, adjectives, and genres from a table of magnetic word salad and arrange them on the board. Once a semi-coherent title and genre are assembled, concept art for the titles are sketched out on adjacent Wacom stations by industry professional artists, including Levi Ryken of Double Fine Productions and Greg Broadmore from New Zealand’s Weta Workshop (he of the District 9 concept design and the Dr. Grordbort line of steampunk rayguns).
This crowdsourced idea generator is the latest work of Nick Ahrens of iam8bit. After his successful piece at last year’s GDC, entitled “Painting with Pixels,” Ahrens wanted to create something even wilder. With generated titles so far including “Tyler Perry’s 3D Dino Ninja Revolution,” and “Misadventures of Deadly Hamster Bieber Killers,” this week-long project will certainly be generating a lot of laughs, if nothing else.




Alt.GDC: Gaming from a Maker’s POV
As you may already know, for the last few years, we’ve done an “alt.CES” series here on MAKE to coincide with the annual Consumer Electronics Show (CES). It’s an opportunity to cover the biggest industry show (and party) in that tech space and to look at it through the brass-covered goggles and minty-boosted phones of makers. This year, we’re going to take this same maker lens and train it on other significant conventions in other tech-related spaces, such as SXSW, ComiCon, and starting today, the 12th annual Game Developer’s Conference (GDC).
All this week, alt.GDC will look at the event, taking place through Friday at San Francisco’s Moscone Center, from a maker’s POV. We’ll look at the hackable and open source gaming hardware and software being announced, relevant games in the mobile space, educational gaming, interviewing indie game luminaries, and more. Blake Maloof, a game designer at Toys for Bob, who’s also one of our Maker Faire blog team members, will be covering the event for us, and we’ll have some other folks chiming in as well. Should be a fun week.
If you’re at the con, we’d love to get your thoughts and images, too. Send any relevant alt.CES content here. And feel free to share your thoughts, rumors, and things you’d like see us cover in the comments below.
March 03 2012
Snake the Planet: Gaming on Building Facades

Are the screens on your phone, computer, or TV just too small for your gaming needs? Enter Mobile Projection Unit, a group working in interactive urban projection mapping. They loaded up a van with everything needed to map out a playable video game against the facade of a building:
MPU takes the classic mobile phone game ‘Snake’ and adopts it for the urban canvas. When ‘Snake the Planet!” is projected onto buildings, each level is generated individually and based on the selected facade. Windows, door frames, pipes and signs all become boundaries and obstacles in the game. Shapes and pixels collide with these boundaries like real objects. The multi player mode lets players intentionally block each other’s path in order to destroy the opponent.
MPU developed “Snake The Planet!” with C++ and Objective-C using OpenFrameworks and the group plans to release the code as open source. [via Hack a Day]
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